Abstract:Despite rapid progress in video diffusion transformers, how their internal model signals can be leveraged with minimal overhead to enhance video generation quality remains underexplored. In this work, we study the role of Massive Activations (MAs), which are rare, high-magnitude hidden state spikes in video diffusion transformers. We observed that MAs emerge consistently across all visual tokens, with a clear magnitude hierarchy: first-frame tokens exhibit the largest MA magnitudes, latent-frame boundary tokens (the head and tail portions of each temporal chunk in the latent space) show elevated but slightly lower MA magnitudes than the first frame, and interior tokens within each latent frame remain elevated, yet are comparatively moderate in magnitude. This structured pattern suggests that the model implicitly prioritizes token positions aligned with the temporal chunking in the latent space. Based on this observation, we propose Structured Activation Steering (STAS), a training-free self-guidance-like method that steers MA values at first-frame and boundary tokens toward a scaled global maximum reference magnitude. STAS achieves consistent improvements in terms of video quality and temporal coherence across different text-to-video models, while introducing negligible computational overhead.
Abstract:Controllable character animation has advanced rapidly in recent years, yet multi-character animation remains underexplored. As the number of characters grows, multi-character reference encoding becomes more susceptible to latent identity entanglement, resulting in identity bleeding and reduced controllability. Moreover, learning precise and spatio-temporally consistent correspondences between reference identities and driving pose sequences becomes increasingly challenging, often leading to identity-pose mis-binding and inconsistency in generated videos. To address these challenges, we propose AnyCrowd, a Diffusion Transformer (DiT)-based video generation framework capable of scaling to an arbitrary number of characters. Specifically, we first introduce an Instance-Isolated Latent Representation (IILR), which encodes character instances independently prior to DiT processing to prevent latent identity entanglement. Building on this disentangled representation, we further propose Tri-Stage Decoupled Attention (TSDA) to bind identities to driving poses by decomposing self-attention into: (i) instance-aware foreground attention, (ii) background-centric interaction, and (iii) global foreground-background coordination. Furthermore, to mitigate token ambiguity in overlapping regions, an Adaptive Gated Fusion (AGF) module is integrated within TSDA to predict identity-aware weights, effectively fusing competing token groups into identity-consistent representations...
Abstract:Generating 3D content from a single image remains a fundamentally challenging and ill-posed problem due to the inherent absence of geometric and textural information in occluded regions. While state-of-the-art generative models can synthesize auxiliary views to provide additional supervision, these views inevitably contain geometric inconsistencies and textural misalignments that propagate and amplify artifacts during 3D reconstruction. To effectively harness these imperfect supervisory signals, we propose an adaptive optimization framework guided by excess risk decomposition, termed ERGO. Specifically, ERGO decomposes the optimization losses in 3D Gaussian splatting into two components, i.e., excess risk that quantifies the suboptimality gap between current and optimal parameters, and Bayes error that models the irreducible noise inherent in synthesized views. This decomposition enables ERGO to dynamically estimate the view-specific excess risk and adaptively adjust loss weights during optimization. Furthermore, we introduce geometry-aware and texture-aware objectives that complement the excess-risk-derived weighting mechanism, establishing a synergistic global-local optimization paradigm. Consequently, ERGO demonstrates robustness against supervision noise while consistently enhancing both geometric fidelity and textural quality of the reconstructed 3D content. Extensive experiments on the Google Scanned Objects dataset and the OmniObject3D dataset demonstrate the superiority of ERGO over existing state-of-the-art methods.
Abstract:Recently, GRPO-based reinforcement learning has shown remarkable progress in optimizing flow-matching models, effectively improving their alignment with task-specific rewards. Within these frameworks, the policy update relies on importance-ratio clipping to constrain overconfident positive and negative gradients. However, in practice, we observe a systematic shift in the importance-ratio distribution-its mean falls below 1 and its variance differs substantially across timesteps. This left-shifted and inconsistent distribution prevents positive-advantage samples from entering the clipped region, causing the mechanism to fail in constraining overconfident positive updates. As a result, the policy model inevitably enters an implicit over-optimization stage-while the proxy reward continues to increase, essential metrics such as image quality and text-prompt alignment deteriorate sharply, ultimately making the learned policy impractical for real-world use. To address this issue, we introduce GRPO-Guard, a simple yet effective enhancement to existing GRPO frameworks. Our method incorporates ratio normalization, which restores a balanced and step-consistent importance ratio, ensuring that PPO clipping properly constrains harmful updates across denoising timesteps. In addition, a gradient reweighting strategy equalizes policy gradients over noise conditions, preventing excessive updates from particular timestep regions. Together, these designs act as a regulated clipping mechanism, stabilizing optimization and substantially mitigating implicit over-optimization without relying on heavy KL regularization. Extensive experiments on multiple diffusion backbones (e.g., SD3.5M, Flux.1-dev) and diverse proxy tasks demonstrate that GRPO-Guard significantly reduces over-optimization while maintaining or even improving generation quality.




Abstract:Image-based 3D Virtual Try-ON (VTON) aims to sculpt the 3D human according to person and clothes images, which is data-efficient (i.e., getting rid of expensive 3D data) but challenging. Recent text-to-3D methods achieve remarkable improvement in high-fidelity 3D human generation, demonstrating its potential for 3D virtual try-on. Inspired by the impressive success of personalized diffusion models (e.g., Dreambooth and LoRA) for 2D VTON, it is straightforward to achieve 3D VTON by integrating the personalization technique into the diffusion-based text-to-3D framework. However, employing the personalized module in a pre-trained diffusion model (e.g., StableDiffusion (SD)) would degrade the model's capability for multi-view or multi-domain synthesis, which is detrimental to the geometry and texture optimization guided by Score Distillation Sampling (SDS) loss. In this work, we propose a novel customizing 3D human try-on model, named \textbf{DreamVTON}, to separately optimize the geometry and texture of the 3D human. Specifically, a personalized SD with multi-concept LoRA is proposed to provide the generative prior about the specific person and clothes, while a Densepose-guided ControlNet is exploited to guarantee consistent prior about body pose across various camera views. Besides, to avoid the inconsistent multi-view priors from the personalized SD dominating the optimization, DreamVTON introduces a template-based optimization mechanism, which employs mask templates for geometry shape learning and normal/RGB templates for geometry/texture details learning. Furthermore, for the geometry optimization phase, DreamVTON integrates a normal-style LoRA into personalized SD to enhance normal map generative prior, facilitating smooth geometry modeling.
Abstract:In this paper, we propose a novel cascaded diffusion-based generative framework for text-driven human motion synthesis, which exploits a strategy named GradUally Enriching SyntheSis (GUESS as its abbreviation). The strategy sets up generation objectives by grouping body joints of detailed skeletons in close semantic proximity together and then replacing each of such joint group with a single body-part node. Such an operation recursively abstracts a human pose to coarser and coarser skeletons at multiple granularity levels. With gradually increasing the abstraction level, human motion becomes more and more concise and stable, significantly benefiting the cross-modal motion synthesis task. The whole text-driven human motion synthesis problem is then divided into multiple abstraction levels and solved with a multi-stage generation framework with a cascaded latent diffusion model: an initial generator first generates the coarsest human motion guess from a given text description; then, a series of successive generators gradually enrich the motion details based on the textual description and the previous synthesized results. Notably, we further integrate GUESS with the proposed dynamic multi-condition fusion mechanism to dynamically balance the cooperative effects of the given textual condition and synthesized coarse motion prompt in different generation stages. Extensive experiments on large-scale datasets verify that GUESS outperforms existing state-of-the-art methods by large margins in terms of accuracy, realisticness, and diversity. Code is available at https://github.com/Xuehao-Gao/GUESS.




Abstract:Text-guided motion synthesis aims to generate 3D human motion that not only precisely reflects the textual description but reveals the motion details as much as possible. Pioneering methods explore the diffusion model for text-to-motion synthesis and obtain significant superiority. However, these methods conduct diffusion processes either on the raw data distribution or the low-dimensional latent space, which typically suffer from the problem of modality inconsistency or detail-scarce. To tackle this problem, we propose a novel Basic-to-Advanced Hierarchical Diffusion Model, named B2A-HDM, to collaboratively exploit low-dimensional and high-dimensional diffusion models for high quality detailed motion synthesis. Specifically, the basic diffusion model in low-dimensional latent space provides the intermediate denoising result that to be consistent with the textual description, while the advanced diffusion model in high-dimensional latent space focuses on the following detail-enhancing denoising process. Besides, we introduce a multi-denoiser framework for the advanced diffusion model to ease the learning of high-dimensional model and fully explore the generative potential of the diffusion model. Quantitative and qualitative experiment results on two text-to-motion benchmarks (HumanML3D and KIT-ML) demonstrate that B2A-HDM can outperform existing state-of-the-art methods in terms of fidelity, modality consistency, and diversity.




Abstract:Image-based Virtual Try-On (VITON) aims to transfer an in-shop garment image onto a target person. While existing methods focus on warping the garment to fit the body pose, they often overlook the synthesis quality around the garment-skin boundary and realistic effects like wrinkles and shadows on the warped garments. These limitations greatly reduce the realism of the generated results and hinder the practical application of VITON techniques. Leveraging the notable success of diffusion-based models in cross-modal image synthesis, some recent diffusion-based methods have ventured to tackle this issue. However, they tend to either consume a significant amount of training resources or struggle to achieve realistic try-on effects and retain garment details. For efficient and high-fidelity VITON, we propose WarpDiffusion, which bridges the warping-based and diffusion-based paradigms via a novel informative and local garment feature attention mechanism. Specifically, WarpDiffusion incorporates local texture attention to reduce resource consumption and uses a novel auto-mask module that effectively retains only the critical areas of the warped garment while disregarding unrealistic or erroneous portions. Notably, WarpDiffusion can be integrated as a plug-and-play component into existing VITON methodologies, elevating their synthesis quality. Extensive experiments on high-resolution VITON benchmarks and an in-the-wild test set demonstrate the superiority of WarpDiffusion, surpassing state-of-the-art methods both qualitatively and quantitatively.




Abstract:The utilization of Large Language Models (LLMs) for the construction of AI systems has garnered significant attention across diverse fields. The extension of LLMs to the domain of fashion holds substantial commercial potential but also inherent challenges due to the intricate semantic interactions in fashion-related generation. To address this issue, we developed a hierarchical AI system called Fashion Matrix dedicated to editing photos by just talking. This system facilitates diverse prompt-driven tasks, encompassing garment or accessory replacement, recoloring, addition, and removal. Specifically, Fashion Matrix employs LLM as its foundational support and engages in iterative interactions with users. It employs a range of Semantic Segmentation Models (e.g., Grounded-SAM, MattingAnything, etc.) to delineate the specific editing masks based on user instructions. Subsequently, Visual Foundation Models (e.g., Stable Diffusion, ControlNet, etc.) are leveraged to generate edited images from text prompts and masks, thereby facilitating the automation of fashion editing processes. Experiments demonstrate the outstanding ability of Fashion Matrix to explores the collaborative potential of functionally diverse pre-trained models in the domain of fashion editing.
Abstract:Image-based Virtual Try-ON aims to transfer an in-shop garment onto a specific person. Existing methods employ a global warping module to model the anisotropic deformation for different garment parts, which fails to preserve the semantic information of different parts when receiving challenging inputs (e.g, intricate human poses, difficult garments). Moreover, most of them directly warp the input garment to align with the boundary of the preserved region, which usually requires texture squeezing to meet the boundary shape constraint and thus leads to texture distortion. The above inferior performance hinders existing methods from real-world applications. To address these problems and take a step towards real-world virtual try-on, we propose a General-Purpose Virtual Try-ON framework, named GP-VTON, by developing an innovative Local-Flow Global-Parsing (LFGP) warping module and a Dynamic Gradient Truncation (DGT) training strategy. Specifically, compared with the previous global warping mechanism, LFGP employs local flows to warp garments parts individually, and assembles the local warped results via the global garment parsing, resulting in reasonable warped parts and a semantic-correct intact garment even with challenging inputs.On the other hand, our DGT training strategy dynamically truncates the gradient in the overlap area and the warped garment is no more required to meet the boundary constraint, which effectively avoids the texture squeezing problem. Furthermore, our GP-VTON can be easily extended to multi-category scenario and jointly trained by using data from different garment categories. Extensive experiments on two high-resolution benchmarks demonstrate our superiority over the existing state-of-the-art methods.